Since Corona can output apps to both iOS and Android, why does it seem like so few games are on both platforms? Is there an advantage to just producing apps for iOS and not Android? [import]uid: 54716 topic_id: 10434 reply_id: 310434[/import]
For my game the performance on Android is terrible. I’ve tested it on several phones and it’s sloooooow.
iOS performance is excellent.
I’ll only release on iOS until Android performance improves significantly.
-Andy [import]uid: 52627 topic_id: 10434 reply_id: 38008[/import]
For me it’s simply that I don’t care about Android. That’s harsh, I know. 
Jay [import]uid: 9440 topic_id: 10434 reply_id: 38011[/import]
I would advise taking the time to optimize your game for Android, it’s a little more work, but worth it.
-Angelo [import]uid: 12822 topic_id: 10434 reply_id: 38017[/import]
I have a little, but it still crawls. Do you have any pointers on how you optimized that I could try?
-Andy [import]uid: 52627 topic_id: 10434 reply_id: 38050[/import]
Sure, what’s your game like?
-Angelo [import]uid: 12822 topic_id: 10434 reply_id: 38153[/import]
It’s a pinball game. The ball moves very fast on iOS, but on Android it crawls. [import]uid: 52627 topic_id: 10434 reply_id: 38158[/import]
Its actually a disadvantage. iTunes costs $100 a year, when Android is just $25 one time fee. Honestly I feel that Android is a better investment unless you applications are doing very well, then port it to iOS. [import]uid: 29181 topic_id: 10434 reply_id: 38162[/import]
What method are you using to control the ball. Are you directly controlling it with accelerometer data or are you dynamically changing the gravity of the physics? I’m not sure how well it works on iOS, but directly controlling a display object with accelerometer data is very slow and stuttery on Android. Dynamically changing gravity is buttery smooth (a least on my Galaxy S). I would suggest taking a look at the “Shape Tumbler” sample app as an example of dynamic gravity.
http://developer.anscamobile.com/content/shape-tumbler [import]uid: 27965 topic_id: 10434 reply_id: 38183[/import]
This is why.
http://developer.anscamobile.com/forum/2011/05/16/are-android-sales-really-bad [import]uid: 52627 topic_id: 10434 reply_id: 38184[/import]
Hmm…I’m using physics/gravity however there is an accelerometer element as well. I’ll try disabling it for Android and see if that helps. I may try turning off the background music as well. Thanks! [import]uid: 52627 topic_id: 10434 reply_id: 38185[/import]
[Duplicate deleted] [import]uid: 52627 topic_id: 10434 reply_id: 38186[/import]
When I tried making an app that used the accelerometer to move a display object I realized (after a few frustrating hours of tinkering) that my code to move the object with the accelerometer was conflicting with the physics engine. Don’t know if that’s the problem your having but it might be worth a try. Good Luck and don’t give up on Android just yet! [import]uid: 27965 topic_id: 10434 reply_id: 38188[/import]
My pinball-like game runs fine on Android, I use the ARMv7 Android2.2 build. But I don’t use the accelerometer, so it might be that.
-Angelo [import]uid: 12822 topic_id: 10434 reply_id: 38195[/import]